Paprium NG

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https://youtube.com/post/Ugkxy1Q2vabzTlR5qyOMOgfsBP1wwCI28v-s

Men ! You make my day !

Amazig port! I have the original cart for Sega Genesis and I can say it's an amazing job! Could i ask for the 3 Player Mode? Would be perfect for the PC and N64 ports, Thanks!

Acabo de pasarmelo en Nintendo 64! Que chulada! no he podido probar en este momento si era para dos jugadores. Para ser una versión tan temprana es funcional de principio a fin, le falta la música, las voces o sonidos tienen lag, hay glitches gráficos tal como en la fase de tren el boss rondo se ve todo gitcheado menos los personajes, aun asi se puede pasar de fase, y hay otro glitch en los almacenes en la que la imagen esta descuadrada y al final donde dice ¿Fin? tambien. Son pequeñas cosas a pulir pero el juego en si va perfecto, se mueve muy bien, el combate te engancha, lo puse para probarlo y he terminado haciéndomelo jaja. Muchisimas gracias por este gran aporte, queria jugarlo en mi megadrive pero tengo el evergenesis v3 normal, y al final lo he podido jugar en mi nintendo 64 con summercart 64 y expansion pak. Jugado en Hardware real con TV CRT.

It doesn't seem like I'm able to get the real game running on my Everdrive 64 X7. No matter what I do, it always loads into the vaporware version. 

I don't own an Everdrive X7, sadly. Can you try manually setting the savegame format?

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No luck. I tried setting it to SRAM but going into the game and resetting didn't work. I'm waiting until I have control of the vaporware sprite before I try hitting reset. I also tried the DreamCast version on my GDEMU and still had issues getting past the vaporware part to the main game. But my Dreamcast doesn't remember date/time even with a new battery. Maybe, in the case of the Dreamcast, it's a console issue?

Sorry. I was too tired and forgot mentioning that part in the devlog update.

For the Dreamcast version you need a VMU and press A + B + X + Y + Start to get past the Vaporware screen.
I guess next version I'll just remove that part entirely. Feels like a throwback to the OG Paprium situation where the game would only run on certain MegaDrive consoles. Sorry about that.

Still no dice. Nada for either the n64 or the dc.

Even with a VMU on the DC?

I had people test the N64 build on SummerCart and DaisyDrive64 and it worked fine there. Just really bad luck. 

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Really cool to see Paprium running on PC and N64, and decent token use on the decomp! I'm Koala from the paprium-pocket / Paprium_MiSTer team, the GPLv3 projects your code uses.

Looking through the builds, it looks like a lot of our code made it in, specifically the Boom Box VU bar row clock and the 0x88 DAC buffer fill and fixes. Since that code is GPLv3, the builds need to ship with the GPL license, a credit to the projects, and the source code immediately (not later). Totally get wanting to polish it first but its the rules & laws of open source licenses. Not to mention Krikzz Mega-ppm which is a different license completely.

I'd also kindly ask you to take down the decompiled game itself or have some sort of way for people to load their own rom. Publicly distributing WaterMelon's code puts a spotlight on the whole Paprium scene, and if WaterMelon pushes back, it could hit other preservation projects too, ours included. We'd really like to keep things calm for everyone working on this. As we have communicated with them in the past and are keeping the peace with how we are handling things.

Feel free to message me if you'd like to talk it over. Thanks for hearing me out!

Hi there.

Appreciate the comment. I don't, however, appreciate the argumentative tone (especially on a Sunday)...

You're right and thank you for pointing out I did indeed forget to bundle a license file. I usually ship my source code under the GPL v3.

That being said, you're off on certain points

1. The GPL v3 doesn't require that all code be public immediately. It requires the code be available to the parties involved. Since you checked out the game and are thus party to the process, I will take your above comment as a request and deliver the source code to you in a timely manner as outlined by GPLv3 section 6

2. While your projects (as well as Krikkz' mega-ppm) were helpful in the process, none of the linked code is directly derived from your source code outside the asset extraction tool. If I were really mean and legalistic, I could choose to only release that part (no worries. I'm not that mean spirited) since the GPL only covers code, not concepts or behavior. There's also no linkage to mega-ppm. It's early in the morning but I think I forgot stripping the debug symbols in the Windows build so you could confirm it yourself if you'd like.

As for Watermelon: Have you been in contact with Fonzie? Because there's about a hundred or more people who are pretty angry he took their money and ran. 

The WASM and SDL2 builds actually already ship with the mechanism to drop in a (custom) ROM. I just consciously chose to hide it and ship with an asset pack for ease-of-use because I, quite frankly, don't really care about the rights of those who take money from others.

I wish to be wrong about Fonzie but 99.99% of the community agree that he stole from them.

It doesn't help that he's hiding and has secretly set up a new company and a new game IP.

I'm sure people like me would gladly buy the rights for the entire Paprium universe off of him (despite the moral implications, given all the money he already received without ever delivering anything).

TLDR: The port doesn't use your code or any derivative, outside the extraction/packer tool (that isn't part of the binary distribution).

It's a native port without any emulation layer.

Look not trying to start a flame war. We really appreciate you adding the license.

Just one correction on section 6. The "deliver on request" route is 6(b), and it only applies when the program is shipped on a physical product. For downloads like itch, section 6(d) applies: the source has to be available from the same place as the builds, to anyone who downloads them, at no extra charge. So the easiest fix is to put a source zip or a repo link next to the builds on the itch page to comply with GPL. That's all I was asking for.

On whether the code is derived: thanks for confirming the asset extraction tool comes from our project. That alone means the GPL applies. For the rest, what caught my eye was the Boom Box VU row clock. It's our own fix, not original cart behavior, as we already have the correct cart behavior for this. Your builds match ours exactly as it was taken from Pezz who's port is based on ours: the 1001257 constant with its /100000 carry, 26 voices, the 0xE0 at 0x1B98, and the 0xFA tempo check with &0x0F defaulting to 8. The 0x88 handler's 0x80 fill over 0x1802–0x19FF matches too. If you wrote those independently and somehow came to the same patch, no problem. Once the source is up, I'm happy to compare and drop it if I'm wrong.

On WaterMelon, 100% get why people are angry they have every right to be myself included. its why Pezz, hpman project little man and us have been working so hard for the last several years on this. My worry is just practical, shipping the decompiled game publicly gives them a reason to go after every Paprium project, including the ones that only run on a cart people own. That's all I meant.

Well no, the unpacker isn't part of the shipped product so that alone wouldn't force a GPLv3 license on my codebase. Otherwise the Paprium assets themselves would have to be GPLv3 licensed, going by that logic.

I'm gonna put up the source tarball later today when I'm hopefully no longer bedbound (I'm posting from my phone and the computer is in another room). I haven't gotten around to writing a README yet. Hope that's ok.

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Force and honor for you @Neoprium Don’t let people like that discourage you.

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TLDR: but the gist of it is "me me me me I want to be the center of attention on anything and everything Paprium" and "no one is as capable as we are". So arrogant of you Koa, and so damn lame.

Yea. He sure loves to focus on Paprium and act like he owns it, while his customers (like Fonzie's) wait for stuff he never delivers.

Dude claims credit for a generic for-loop that calls directly into the Paprium VM (which is technically Fonzie's code) and thinks me using asset extraction code from another project means the other project's license is being infringed upon even though the extraction code never ends up in the linked binary (only the assets themselves do which are, again, Fonzie's).

Imagine how desperate for attention somebody has to be to file a DMCA for code for an essentially pirated project. He's no better than Fonzie and his customer's agree.

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Exactly

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Bla bla bla bla

I've uploaded the source blob.

It's a newer release with the WIP audio synth code I was going to eventually upload a build of. Hope you don't mind. 

Who do you think you are? Some kind of savior who expects everything to revolve around him? Honestly, I couldn't care less about your projects, Moreover, you should be proud if some of your code is used for something useful to most people and not just a niche market. You're a conceited person who will never get the recognition you want; on the contrary, with attitudes like this you'll only earn the hatred of the community.

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Looking forward to the Neo port. Hopefully the CD as well!

Trying my best. 

I'm relatively newish to Neo Geo development. All I've done on that platform thus far was a SCUMM v5/v6 port (yes, really. A point & click adventure on an arcade stick), a quick n dirty port of my Cheshire text adventure interpreter (basically plays like a Visual Novel) and my Bermuda Engine to show off Doom's E1M1.

Nothing traditionally associated with the Neo Geo, yet.

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Funny enough, you can use a mouse, trackball or spinner on the Neo Geo, so your point and click game should feel right at home.

https://retrofrog.net/products/usb4neo-use-usb-gamepad-joysticks-and-mice-on-the...

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Awesome!!!

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Finally!!! After 15 freaking years of development hell and now finally play this cancelled game and thank you neoprium

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amazing work! really looking forward to having music and modding tools / rebalanced gameplay. this always had the potential to be one of the greatest best em ups - the weak hit impact sfx  always held it back imo 

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A native Android version would be great 🙏

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I'll see what I can do. Admittedly, I haven't done anything on Android for nearly a decade.

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Don't worry, there will be several people testing to make sure the game works properly, I assure you.